3.1 Class Changes announced last night (UPDATED with more classes! & Replenishment changes)

* Divine Spirit – this spell is now a core ability available to all priests. * Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group). * Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova's mana cost has been reduced. Circle of Healing now heals for more. * Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares. * Penance – this spell can now be targeted on the priest. * Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast. * We are also working to give Holy additional PvP utility.

ROGUE

* Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus. * Adrenaline Rush – the cooldown on this ability has been lowered. * Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste. * Killing Spree – while this ability is active, the rogue does 20% additional damage. * Savage Combat – now causes 2/4% physical damage done. * Mace Specialization – this talent now grants haste in addition to armor penetration.

SHAMAN

* Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear. * Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage. * Spirit Weapons – now reduces all threat, not just melee threat. * Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%. * Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined. * We are also working on giving Enhancement and Elemental more PvP utility.

Warlock

* Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch). * Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests) * Drain Soul now has a chance to produce Soul Shards even if the target doesn't die. * Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption. * Curse of Recklessness and Curse of Weakness have been combined into one spell * Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown. * Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic. * Additional new talents have been added.

Druid

* Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done. * Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation. * Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details. * Thorns and Nature's Grasp can be cast in Tree of Life form. * Survival Instincts now works in Moonkin form. * Replenish – to avoid confusion, this talent has been renamed "Revitalize." It now also works with Wild Growth. * We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

Warrior

* Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances. * You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield. * Blood Frenzy now causes 2/4% physical damage done. * Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP. * We are also adding increased damage to Arms, possibly through Overpower or Slam. * We are also looking at granting rage when the warrior blocks, dodges or parries.

* Divine Spirit – this spell is now a core ability available to all priests.

YAY!

* Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).

Bonus!

* Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova's mana cost has been reduced. Circle of Healing now heals for more.

OMG AWESOME!!!!!!!

Dreaming permits each and everyone of us to be quietly and safely insane every night of our lives.- Charles William Dement.

Totally, I was healing Kohnan...so its every shield I got in that fight.

I do shield Snum when his rage bar is full, but I don't totally understand warriors so I don't wanna screw up an ability or something. I've also been known to hit him with a Pain Suppression (during the Maexenna fight at the end when she enrages and we're all webbed up).

I can't wait for the P W : B tho, it's going to make the Loatheb fight a joke, between it and the aoe shield I already throw when I crit heal a PoH from the spore buff.

I can't wait for the P W : B tho, it's going to make the Loatheb fight a joke,

Isn't it already a joke?

Days like today are always fun to read the QQ on the forums. Its amazing how EVERYBODY thinks their changes suck. I am amazed and the amount of priest QQ, since every other class is saying how come we don't get love like the priests do. Warlock forum is drowning in QQ today.

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

* Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.

* To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.

* The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.

* Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.

* In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

* We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.

* We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.

* These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.hread.html?topicId=14910422908&sid=1

* Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests). * We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE. * We are also working on more survivability for Fire spec in PvP. * We are also working on making Spirit a more useful and interesting stat for all mages.

Paladin (Skills List / Talent + Glyph Calc.)

* Blessing of Kings – this spell is now a base ability trainable by all paladins. * Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content. * Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness. * Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced. * Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration. * Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

Hunter (Skills List / Talent + Glyph Calc.)

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity. * A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent. * Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter. * Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec. * Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot. * We are also looking to add additional trap functionality to Survival.

Death Knight (Skills List / Talent + Glyph Calc.)

* Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased. * Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present. * Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor. * The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them. * Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload. * Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit. * Blood Gorged now grants armor penetration instead of expertise.

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

Somebody tell me I'm not seeing things...

Life is what you make it. Always has been. Always will be. - Grandma Moses

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

Somebody tell me I'm not seeing things...

wow. that's huge.

"If modernization is the heart of the Krusty Krab, then the employees are the liver and gallbladder."----Friendship is like peeing your pants,Everyone can see it,But only YOUCan feel theTrue warmth.-----My blood type is also my motto: B positive

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

Somebody tell me I'm not seeing things...

wow. that's huge.

So now warlocks are the only class that needs to have an entire bag taken up with a class specific item they absolutely cannot live without. /qq

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

Somebody tell me I'm not seeing things...

wow. that's huge.

So now warlocks are the only class that needs to have an entire bag taken up with a class specific item they absolutely cannot live without. /qq

The QQ will be thunderous.

This gives me great hope that they plan to fix soul shards too.

Life is what you make it. Always has been. Always will be. - Grandma Moses

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

Somebody tell me I'm not seeing things...

wow. that's huge.

So now warlocks are the only class that needs to have an entire bag taken up with a class specific item they absolutely cannot live without. /qq

yeah, not like druids and their 5 sets of gear....

"If modernization is the heart of the Krusty Krab, then the employees are the liver and gallbladder."----Friendship is like peeing your pants,Everyone can see it,But only YOUCan feel theTrue warmth.-----My blood type is also my motto: B positive

You can't be a warlock without them. Personally, I like the mechanic of a soul shard. I like having to drain souls, its part of what makes a warlock interesting. I hate giving up a bag slot for them. I hate it more now that hunters are not going to be giving up a bag slot to ammo. Hopefully there will be some changes coming

* Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.

WHAT??!??!? Do they even PLAY this game? Do they realize that is the most retarded thing EVER to do to a healer is to DECREASE the amount we gain back while we play the FSR game?

* To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.

Wait, so now they are nerfing SPIRIT AGAIN?????? Mediation is going to have to have a HUGE buff in order to make up for that. It's 30% now, but there's no way they are going to buff it high enough to make up for nerfing the Spirit regen gained. What about all the priests / druids who use Spirit as one of their primary stats to BOOST their mana regen because it CURRENTLY SUCKS DONKEY BALLS????????

These people are idiots who've probably never healed a group in their life.

And "balance around the assumption that even 10-player groups have someone offering Replenishment" is a KICK IN THE FACE for people - like us - who half the time don't. "Regen while casting will stay the same" my ASS. Instead of making it JUST A BIT EASIER ON HEALERS, so maybe people ACTUALLY want to PLAY them, they keep making it more difficult. How it's really going to be:

"We decided that buffing Mediation (or other class regen talent) to 55% was too much, so we nerfed it back to 35% without re-looking at the Spirit mana regeneration rates."

/growl

I'm leveling Sylver.

Dreaming permits each and everyone of us to be quietly and safely insane every night of our lives.- Charles William Dement.

Completely different. You can leave your gear in the bank and still perform your primalry funcitons.

Different, yes. Completely different? I don't think so.IMO a druid's primary function in a raid is to be able to adjust to the situation at hand. I'm not too familiar with raiding as anything other than feral, so i'll comment on that. My function in the raid was to be able to at least tank on trash pulls and sometimes tank certain bosses as well as DPS on the rest of the bosses. A druid can't do both of those effectively with the same set of gear. DPSing in tank gear (in BC) would only get you about 500 DPS. I don't call that being able to perform your function. Tanking in DPS gear = a dead tank, very quickly. also, not performing your function.

in reality, i think that they should allow a 20 slot (or so)"dressing room." this would go along with the way that they changed pets, mounts, and currency (I think that they should count soul shards as a type of currency. you still need to stockpile them and make sure you don't run out. but don't need to give up a bag space for them). this would give players the option to carry a second gear set with them at all times, or carry all their tabards around with them. And it wouldn't require one of your precious 5 bag spaces. What is the other option, 30 slot bags next expansion while we still have to carry our 16 slot backpack with us?

"If modernization is the heart of the Krusty Krab, then the employees are the liver and gallbladder."----Friendship is like peeing your pants,Everyone can see it,But only YOUCan feel theTrue warmth.-----My blood type is also my motto: B positive

Well, frost mages are getting replenishment, so that would solve one problem :)So are Destruction warlocks.

I see where they are going with this. I can heal on Loatheb all day. I can heal on Heigan all day. I solo healed Omen for 10-15 minutes. If all I have to do is roll HoTs on a tank, I am out of FSR all the time and can heal pretty much all day. Even with throwing a Wild Growth on the raid, I can heal all day.

As far as "making it just a bit easier on healers", I think this does. Instead of having to worry about the 5SR, I just worry about stacking MP5 and Spirit for "while casting" regen. It should turn out to be a passive thing rather than something you have to actively do during a fight.